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1

Bainbridge, William Sims. "Online Multiplayer Games." Synthesis Lectures on Information Concepts, Retrieval, and Services 1, no. 1 (2009): 1–113. http://dx.doi.org/10.2200/s00232ed1v01y200912icr013.

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Lober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the
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Wicaksana, Gabe Dimas, Maman Abdurohman, and Aji Gautama Putrada. "Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server." Jurnal Teknologi dan Sistem Komputer 8, no. 1 (2020): 36–43. http://dx.doi.org/10.14710/jtsiskom.8.1.2020.36-43.

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Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT
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Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues th
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BOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Internal Medicine News 40, no. 19 (2007): 26. http://dx.doi.org/10.1016/s1097-8690(07)71184-8.

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BOSCHERT, SHERRY. "Multiplayer Online Games Can Be Helpful, Hurtful." Skin & Allergy News 38, no. 11 (2007): 50. http://dx.doi.org/10.1016/s0037-6337(07)70892-6.

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Hornbeck, Ryan G. "Explaining Time Spent in Multiplayer Online Games." Games and Culture 11, no. 5 (2016): 489–509. http://dx.doi.org/10.1177/1555412015570112.

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Tsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.

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Webber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.

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Chang, Ya-Ping, Dong-Hong Zhu, and Ho Simon Wang. "The Influence of Service Quality on Gamer Loyalty in Massively Multiplayer Online Role-Playing Games." Social Behavior and Personality: an international journal 39, no. 10 (2011): 1297–302. http://dx.doi.org/10.2224/sbp.2011.39.10.1297.

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In this study we investigated how different dimensions of service quality might influence the loyalty of customers in the context of online games. By studying the gamers of massively multiplayer online role-playing games (MMORPGs), we tested our hypotheses using structural equation modeling techniques. We found that the service quality dimensions of privacy, effectiveness, and entertainment indirectly influence the loyalty of gamers through satisfaction, whereas interaction has a direct effect on their loyalty. These findings have implications for online game companies to improve customers' lo
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Hughes, Chelsea M., Brandon J. Griffin, and Everett L. Worthington. "A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale." Computers in Human Behavior 69 (April 2017): 386–95. http://dx.doi.org/10.1016/j.chb.2016.12.043.

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Badrinarayanan, Vishag A., Jeremy J. Sierra, and Kinnon M. Martin. "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)." Journal of Business Research 68, no. 5 (2015): 1045–52. http://dx.doi.org/10.1016/j.jbusres.2014.10.006.

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Prathama, Gede Humaswara, Ni Made Ary Esta Dewi Wirastuti, and Yoga Divayana. "Analisa Penggunaan WebRTC dan Websocket pada Real Time Multiplayer Online Game Tradisional Ceki." Majalah Ilmiah Teknologi Elektro 18, no. 1 (2019): 47. http://dx.doi.org/10.24843/mite.2019.v18i01.p07.

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Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency le
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Childress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.

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Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.

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Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in eac
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Martin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.

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Arslan, Farrukh. "Service Oriented Paradigm for Massive Multiplayer Online Games." International Journal of Soft Computing and Software Engineering 2, no. 5 (2012): 35–47. http://dx.doi.org/10.7321/jscse.v2.n5.4.

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TAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.

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Nae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.

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Armitage, Grenville, and Philip Branch. "Distribution of first person shooter online multiplayer games." International Journal of Advanced Media and Communication 1, no. 1 (2005): 59. http://dx.doi.org/10.1504/ijamc.2005.007723.

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Anderson, Bodi. "Massive Multiplayer Online Role Playing Games and Interaction." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 28–39. http://dx.doi.org/10.4018/ijvple.2014040103.

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This current study examines the need for operational definitions of the concept of interaction in distance education studies. It is proposed that a discourse analysis of linguistic features conversation noted as being representative of interaction can be used to operationalize interaction in synchronous CMC. This study goes on compare two different registers: an internet chat register, and a Massive Multiplayer Online Role Playing Game register to explore the theoretical claim that such virtual world environments have higher levels of interaction. Overall findings exhibit that MMORPGs have hig
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losup, Alexandru, Ruud van de Bovenkamp, Siqi Shen, Adele Lu Jia, and Fernando Kuipers. "Analyzing Implicit Social Networks in Multiplayer Online Games." IEEE Internet Computing 18, no. 3 (2014): 36–44. http://dx.doi.org/10.1109/mic.2014.19.

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Jiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.

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Huang, Chailong, and Stefan D. Bruda. "Improved balance in multiplayer online battle arena games." Acta Universitatis Sapientiae, Informatica 12, no. 2 (2020): 183–204. http://dx.doi.org/10.2478/ausi-2020-0011.

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Abstract The Multiplayer Online Battle Arena (MOBA) game is a popular type for its competition between players. Due to the high complexity, balance is the most important factor to secure a fair competitive environment. The common way to achieve dynamic data balance is by constant updates. The traditional method of finding unbalanced factors is mostly based on professional tournaments, a small minority of all the games and not real time. We develop an evaluation system for the DOTA2 based on big data with clustering analysis, neural networks, and a small-scale data collection as a sample. We th
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Linares, Manuela, M. Dolores Gallego, and Salvador Bueno. "Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games." International Journal of Environmental Research and Public Health 18, no. 7 (2021): 3687. http://dx.doi.org/10.3390/ijerph18073687.

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This study is focused on the massively multiplayer online games’ acceptance. In general, while specialized literature reveals that the online gaming industry has grown strongly in recent years, little evidence is identified on its user acceptance. In this manner, the present study is an attempt to fill this gap. Concretely, two aims are defined: (1) proposing an acceptance model to predict the continuance usage of massively multiplayer online games, and (2) knowing how this continuance usage encourages social well-being. The model proposed employing the structural equation modeling with partia
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Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing ga
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Compton, ReBecca. "Gamer Girl Visibility: Networks and Their Gendered Ingroup Behaviours in Massively Multiplayer Online Roleplaying Games." Excursions Journal 8, no. 1 (2020): 1–23. http://dx.doi.org/10.20919/exs.8.2018.213.

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‘Why can’t I just be a gamer? Why do I have to be a “female gamer”?’ While a generic term for all gamers may be looming on the horizon, there are still aspects of play which draw clear boundaries between male and female gamers. These boundaries, however, are often illusions. In Massively Multiplayer Online Roleplaying Games (MMOs), several networks exist within the game space, and one such network is that of ‘female character’. For male players to gain a part in this network, many gender-bend, and the gender of the character is what determines their actions not the gender of the players themse
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Samsurim, Shazwani, Nor Ashikin Mohamad Kamal, Marina Ismail, and Norizan Mat Diah. "Prediction Outcome for Massive Multiplayer Online Games Using Data Mining." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 1 (2018): 248. http://dx.doi.org/10.11591/ijeecs.v11.i1.pp248-255.

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Massive Multiplayer Online (MMO) game is one of the famous game genres among teenagers nowadays. MMO games allow gamers to interact and play with up to thousand players. Rainbow Six Siege (RSS) belongs to MMO type of game. However, due to many operators that are available in this game, the player needs to choose the right operator to counter the enemy operator. Therefore, based on the characteristic of the selected operator, this paper attempted to predict the outcomes of the game. In our prediction model, characteristics for these operators were extracted from 120 live stream replays. Three c
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Murphy, Derek L. "Documenting Pocket Universes: New Approaches to Preserving Online Games." Preservation, Digital Technology & Culture 44, no. 4 (2015): 179–85. http://dx.doi.org/10.1515/pdtc-2015-0021.

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AbstractWhen preserving massively multiplayer online video games over the long term, archivists must reckon with their player cultures or risk losing a crucial component in understanding the games. This article advocates for documenting player cultures in these games, investigates recent amateur archival efforts, and suggests possible new methods of documentation and preservation when one works with these games. Successful and suggested approaches include ethnographic writing, video documentation, and the crowd-sourcing of contributions from the player community itself.
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Bozcan, Selçuk, and Veysi İşler. "Network modeling and simulation of massively multiplayer online games." SIMULATION 88, no. 8 (2011): 908–20. http://dx.doi.org/10.1177/0037549711423283.

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Yahyavi, Amir, and Bettina Kemme. "Peer-to-peer architectures for massively multiplayer online games." ACM Computing Surveys 46, no. 1 (2013): 1–51. http://dx.doi.org/10.1145/2522968.2522977.

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Mitterhofer, Stefan, Christopher Kruegel, Engin Kirda, and Christian Platzer. "Server-Side Bot Detection in Massively Multiplayer Online Games." IEEE Security & Privacy Magazine 7, no. 3 (2009): 29–36. http://dx.doi.org/10.1109/msp.2009.78.

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Susilo, Willy, Yang Wai Chow, and Rungrat Wiangsripanawan. "Protecting peer-to-peer-based massively multiplayer online games." International Journal of Computational Science and Engineering 10, no. 3 (2015): 293. http://dx.doi.org/10.1504/ijcse.2015.068837.

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Azman, Hazita, and Nurul Farhana Dollsaid. "Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching." Arab World English Journal 9, no. 4 (2018): 3–18. http://dx.doi.org/10.24093/awej/vol9no4.1.

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Powar, Swati, and Subhash Shinde. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (2016): 1–5. http://dx.doi.org/10.21172/10.

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Powar, Swati. "Study of analysing implicit relationships in multiplayer online games." International Journal of Latest Trends in Engineering and Technology 6, no. 4 (2016): 1–5. http://dx.doi.org/10.21172/164.1.

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Vogiazou, Yanna, and Marc Eisenstadt. "Designing multiplayer games to facilitate emergent social behaviours online." Interactive Technology and Smart Education 2, no. 2 (2005): 117–30. http://dx.doi.org/10.1108/17415650580000037.

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Uysal, Ahmet. "Commitment to multiplayer online games: An investment model approach." Computers in Human Behavior 61 (August 2016): 357–63. http://dx.doi.org/10.1016/j.chb.2016.03.028.

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Bezerra, Carlos Eduardo Benevides, and Cláudio Fernando Resin Geyer. "A load balancing scheme for massively multiplayer online games." Multimedia Tools and Applications 45, no. 1-3 (2009): 263–89. http://dx.doi.org/10.1007/s11042-009-0302-z.

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Karagiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.

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In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and serious games. While both methods are used to educate, serious games are meant to provide training and practice without entertaining. Whereas, gamification uses game-like features such as points and similar to serious games are not meant to entertain
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Griffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, et al. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.

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This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% o
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Mirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.

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With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectator
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings o
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Smed, Jouni, Timo Kaukoranta, and Harri Hakonen. "Aspects of networking in multiplayer computer games." Electronic Library 20, no. 2 (2002): 87–97. http://dx.doi.org/10.1108/02640470210424392.

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Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass
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Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with
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Putzke, Johannes, Kai Fischbach, Detlef Schoder, and Peter Gloor. "The Evolution of Interaction Networks in Massively Multiplayer Online Games." Journal of the Association for Information Systems 11, no. 2 (2010): 69–94. http://dx.doi.org/10.17705/1jais.00221.

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Vaz Salles, Marcos, Tuan Cao, Benjamin Sowell, et al. "An evaluation of checkpoint recovery for massively multiplayer online games." Proceedings of the VLDB Endowment 2, no. 1 (2009): 1258–69. http://dx.doi.org/10.14778/1687627.1687769.

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Chen, Anderson, Sundus Mari, Sabina Grech, and James Levitt. "What We Know About Massively Multiplayer Online Role-Playing Games." Harvard Review of Psychiatry 28, no. 2 (2020): 107–12. http://dx.doi.org/10.1097/hrp.0000000000000247.

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Fan, Lu, Phil Trinder, and Hamish Taylor. "Design issues for Peer-to-Peer Massively Multiplayer Online Games." International Journal of Advanced Media and Communication 4, no. 2 (2010): 108. http://dx.doi.org/10.1504/ijamc.2010.032138.

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